Fallout 2 Restoration Project 2.1.2b (Unofficial Expansion)

Discussion in 'Fallout General Modding' started by killap, Sep 18, 2010.

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  1. SHADOW-XIII

    SHADOW-XIII First time out of the vault

    98
    Nov 19, 2007
    how about making player appearing near the cave, guard there having popup text "Elder wants to see you" or something similar but also removing plants for the time being and putting them back once player get quest for them ?
     
  2. Glovz

    Glovz Vault Dweller
    Modder

    736
    Sep 16, 2005
    Changing the exit for the temple and facing the plants before being given the quest to do so seems problematic - unless the plants can be scripted to not be hostile until the player has the quest.

    I vote yes for the new Lenny, makes him a more distinct npc. :ok:

    EDIT:
    I like this possibility too.
     
  3. Psihotik

    Psihotik It Wandered In From the Wastes

    125
    Sep 22, 2009
    +1 vote for the new Lenny from me.
     
  4. .Pixote.

    .Pixote. Carbon Dated and Proud
    Modder

    Sep 14, 2009
    As for this new Lenny critter - some of the rifles have been given the critter code P - which is the sniper animation (the normal rifle animations are critter code J)...but the Ghouls can't use that particular animation, so those weapon with the P code (Sniper Rifle, Hunting rifle, etc) cant be used by the Ghouls.

    I copied the J critters and gave them the P code and placed them in the critter folder, but that didn't work. I think this can be fixed, because it wouldn't be fair if the Ghouls weren't able to use half of the rifles. The rifles they can use will be fired from their waists, as normal.
     
  5. tiagop

    tiagop First time out of the vault

    82
    May 24, 2006
    I vote yes for the new Lenny, he will be more usefull with rifles and I like the idea of having a one of a kind NPC critter :), however I have a question.. Will the new Lenny be included in the NPC armor appearance mod (I don't really know the name of the mod lol)?
     
  6. .Pixote.

    .Pixote. Carbon Dated and Proud
    Modder

    Sep 14, 2009
    Sorry no...that would require 1000's of frames of animation to be built for him, and is far too much work. Re-coloring the critters is one thing, but editing or rebuilding critters is a whole different ball game, even making Ghouls use big-guns or pistols would be tricky.
     
  7. killap

    killap Bear Dude Moderator Modder

    May 16, 2005
    If I do include the new Lenny (which I probably will), it will be an option in the installer. Don't worry Fallout purists. :D
     
  8. .Pixote.

    .Pixote. Carbon Dated and Proud
    Modder

    Sep 14, 2009
    Lenny thanks you...



    The original

     
  9. Lexx

    Lexx Testament to the ghoul lifespan
    Moderator Modder

    Apr 24, 2005
    Looks a bit like a not-yet-fully-glowing ghoul glowing ghoul.
     
  10. Nark

    Nark Sonny, I Watched the Vault Bein' Built!

    Dec 6, 2008
    Love the new Lenny. His colour will help him stand out, and at least he won't have the shitty SMG-ghoul Fallout 2 animations anymore, I much prefer the original ghoul style.
     
  11. Catraio

    Catraio First time out of the vault

    8
    May 10, 2011
    Lenny ftw :P, too bad there is no ghoul like him in the next generation Fallout games, or it would be awsome :P
    Thumbs up for the new Lenny.

    Btw, Killap, will there be new stuff, along with the new Lenny?
     
  12. Darek

    Darek is currently unavailable

    Jan 7, 2008
    Thanks Dravean and valcik. :)

    Since when? I have no idea what you have seen or not. I wrote two PMs recently, one was the explosives bug fix and the other was just a couple of comments on some of the unconfirmed bugs on the list. Mash is already on the animation bug with some doors that is caused by the Hero App Mod somehow.

    Anyway, speaking of the explosives bug fix, I would be happy if someone can test it out. See that it works properly and don't cause any other problems, and also that it's not to intrusive/annoying. You can get it here. Just put the file in the script folder (and backup the original obj_dude.int maybe).
    Basically the idea is to quickly start/stop combat mode whenever an armed explosive is detected, as that prevents the game from crashing. It takes into consideration when the bug can and can't happen. So it will only do the combat mode routine if you have entered a map in your current game session and you have live dynamite in your inventory or on the ground (only for the first explosive). If you have already entered combat previously or loaded the map from a save it won't.

    I would say do it. BUT... I also thinks a starting hex override should be added to the map script for the first time you enter the village. One that takes you to the same place as now as that is what the devs wanted.
    That you land outside of the Elders tent after you have already passed the trial is a bit silly, but I don't see a problem with the first time. It's after a movie sequence that ends the first part of the game, then the real game begins, and I think close to the Elder is a good place to start. Think of it this way, somewhere after you step through the exit of the temple you find the room with the vault suit, then it's fast forward to you standing in front of the Elder. What happened in between we don't know. Maybe our hero went back to his tent and had a sip of water, relaxed and then tried out his new spandex outfit. If he had a mirror I bet he flexed a bit and checked out his own ass. You know, things more important than going straight to the Elder. So depending on how you see it, it's not more logical to start outside of the cave. What really bugs me though, is that where the fuck the room where you get the vault suit is?
    And yeah, also nice work on that new Lenny.

    Actually Pixote, maybe you should take a look at this part I sent to killap earlier. Good luck assuming you're the one fixing it. :)
     
  13. Psihotik

    Psihotik It Wandered In From the Wastes

    125
    Sep 22, 2009
    Goris is one of a kind.
     
  14. tiagop

    tiagop First time out of the vault

    82
    May 24, 2006
    Yeah I can understand the trouble one has to go through to accomplish that, just asking :) for me it's ok to only have one appearance.

    I know, just saying that some more unique NPC's is a great idea :wink:
     
  15. .Pixote.

    .Pixote. Carbon Dated and Proud
    Modder

    Sep 14, 2009
    Nice find there Darek - I will have a look and adjust those Spore Plants - they will be made basically the same as the ones in Arroyo, but with a few extra hit points.

    Also I will change the wall blockers so critters can't shoot through the windows. :wink:
     
  16. Surf Solar

    Surf Solar So Old I'm Losing Radiation Signs

    Aug 20, 2009
    I know it has been asked before somewhere - but I'd really like to have the Abbey and Primitive Tribe soundtracks as mp3. After a HD crash it was gone a few months ago. :( I know I could just convert it from .acm to wav, but there can be an easier way, eh? ;)
     
  17. killap

    killap Bear Dude Moderator Modder

    May 16, 2005
    Pretty much any issue that you've posted about but don't see marked as fixed on the wiki. I think you covered it though with those 2 pms (explosive fix and comments). I just want to make sure I don't miss things since I get reports in pms, emails, the wiki, this thread, etc.
     
  18. .Pixote.

    .Pixote. Carbon Dated and Proud
    Modder

    Sep 14, 2009
    Those pesky EPA Spore plants now only have a perception of 2, which means they can't spot you half way across the map, but they will spot you within 10 hexes, so you could sneak through the EPA without fighting if you are that way inclined.

    But the actual Spore spike is something I want to ask people about. I want to give the EPA plants a new spike, something a bit more deadly (most people will reach the EPA in the second half of the game), at the moment the current spikes will have almost no effect on the PC's. So how about more deadly spikes - red ones. :wink:

    Current Spikes: Damage 1/2 and range 8.

    Red Spikes: Damage 4/8 and range 10. (With the weapon penetrate perk). Comments! (Should we go even higher with the damage and range?)

     
  19. valcik

    valcik So Old I'm Losing Radiation Signs

    Dec 20, 2008
    Hm, also there is one extra plant in the EPA. After finishing the quest for a scientist, there is still one single plant alive.
    Just saying. :whistle:
     
  20. Lexx

    Lexx Testament to the ghoul lifespan
    Moderator Modder

    Apr 24, 2005
    Sure, give em super spikes, so it gets a lil harder.
     
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